gzdoom/src/b_func.cpp
Randy Heit 90b5130db0 - Fixed: The C code in AltSoundRenderer::CopyAndClip() did not shift the sample
data enough (2 bits instead of 8), so it was super loud and aliased.
- Fixes for GCC 4.1: Several type-punned pointer warnings, but more
  importantly, declaring a friend function inside a class body is no longer
  enough to declare that function globally; you must declare it again outside
  the class.
- Upgraded FArchive::SerializePointer so that it can store 32-bit indices.
- ACS printing pcodes now build their string in an FSttring instead of a fixed
  sized buffer on the stack.


SVN r145 (trunk)
2006-05-26 04:38:22 +00:00

586 lines
16 KiB
C++

/*******************************
* B_spawn.c *
* Description: *
* various procedures that the *
* bot need to work *
*******************************/
#include <malloc.h>
#include "doomtype.h"
#include "doomdef.h"
#include "doomstat.h"
#include "p_local.h"
#include "b_bot.h"
#include "g_game.h"
#include "m_random.h"
#include "r_sky.h"
#include "r_main.h"
#include "st_stuff.h"
#include "stats.h"
#include "i_system.h"
#include "s_sound.h"
#include "vectors.h"
#include "a_doomglobal.h"
static FRandom pr_botdofire ("BotDoFire");
//Used with Reachable().
static AActor *looker;
static AActor *rtarget;
static bool reachable;
static fixed_t last_z;
static sector_t *last_s;
static fixed_t estimated_dist;
static int PTR_Reachable (intercept_t *in)
{
fixed_t hitx, hity;
fixed_t frac;
line_t *line;
AActor *thing;
fixed_t dist;
sector_t *s;
frac = in->frac - FixedDiv (4*FRACUNIT, MAX_TRAVERSE_DIST);
dist = FixedMul (frac, MAX_TRAVERSE_DIST);
hitx = trace.x + FixedMul (looker->momx, frac);
hity = trace.y + FixedMul (looker->momy, frac);
if (in->isaline)
{
line = in->d.line;
if (!(line->flags & ML_TWOSIDED) || (line->flags & ML_BLOCKING))
{
return (reachable = false); //Cannot continue.
}
else
{
//Determine if going to use backsector/frontsector.
s = (line->backsector == last_s) ? line->frontsector : line->backsector;
fixed_t ceilingheight = s->ceilingplane.ZatPoint (hitx, hity);
fixed_t floorheight = s->floorplane.ZatPoint (hitx, hity);
if (!bglobal.IsDangerous (s) && //Any nukage/lava?
(floorheight <= (last_z+MAXMOVEHEIGHT)
&& ((ceilingheight == floorheight && line->special)
|| (ceilingheight - floorheight) >= looker->height))) //Does it fit?
{
last_z = floorheight;
last_s = s;
return true;
}
else
{
return (reachable = false);
}
}
}
if (dist > estimated_dist)
{
reachable = true;
return false; //Don't need to continue.
}
thing = in->d.thing;
if (thing == looker) //Can't reach self in this case.
return true;
if (thing == rtarget && (rtarget->Sector->floorplane.ZatPoint (rtarget->x, rtarget->y) <= (last_z+MAXMOVEHEIGHT)))
{
reachable = true;
return false;
}
reachable = false;
return true;
}
//Checks TRUE reachability from
//one actor to another. First mobj (actor) is looker.
bool DCajunMaster::Reachable (AActor *actor, AActor *target)
{
if (actor == target)
return false;
if ((target->Sector->ceilingplane.ZatPoint (target->x, target->y) -
target->Sector->floorplane.ZatPoint (target->x, target->y))
< actor->height) //Where target is, looker can't be.
return false;
looker = actor;
rtarget = target;
last_s = actor->Sector;
last_z = last_s->floorplane.ZatPoint (actor->x, actor->y);
reachable = true;
estimated_dist = P_AproxDistance (actor->x - target->x, actor->y - target->y);
P_PathTraverse (actor->x+actor->momx, actor->y+actor->momy, target->x, target->y, PT_ADDLINES|PT_ADDTHINGS, PTR_Reachable);
return reachable;
}
//doesnt check LOS, checks visibility with a set view angle.
//B_Checksight checks LOS (straight line)
//----------------------------------------------------------------------
//Check if mo1 has free line to mo2
//and if mo2 is within mo1 viewangle (vangle) given with normal degrees.
//if these conditions are true, the function returns true.
//GOOD TO KNOW is that the player's view angle
//in doom is 90 degrees infront.
bool DCajunMaster::Check_LOS (AActor *from, AActor *to, angle_t vangle)
{
if (!P_CheckSight (from, to, 2))
return false; // out of sight
if (vangle == ANGLE_MAX)
return true;
if (vangle == 0)
return false; //Looker seems to be blind.
return (angle_t)abs (R_PointToAngle2 (from->x, from->y, to->x, to->y) - from->angle) <= vangle/2;
}
//-------------------------------------
//Bot_Dofire()
//-------------------------------------
//The bot will check if it's time to fire
//and do so if that is the case.
void DCajunMaster::Dofire (AActor *actor, ticcmd_t *cmd)
{
bool no_fire; //used to prevent bot from pumping rockets into nearby walls.
int aiming_penalty=0; //For shooting at shading target, if screen is red, MAKEME: When screen red.
int aiming_value; //The final aiming value.
fixed_t dist;
angle_t an;
int m;
static bool inc[MAXPLAYERS];
AActor *enemy = actor->player->enemy;
if (!enemy || !(enemy->flags & MF_SHOOTABLE) || enemy->health <= 0)
return;
if (actor->player->ReadyWeapon == NULL)
return;
if (actor->player->damagecount > actor->player->skill.isp)
{
actor->player->first_shot = true;
return;
}
//Reaction skill thing.
if (actor->player->first_shot &&
!(actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_REACTION_SKILL_THING))
{
actor->player->t_react = (100-actor->player->skill.reaction+1)/((pr_botdofire()%3)+3);
}
actor->player->first_shot = false;
if (actor->player->t_react)
return;
//MAKEME: Decrease the rocket suicides even more.
no_fire = true;
//actor->player->angle = R_PointToAngle2(actor->x, actor->y, actor->player->enemy->x, actor->player->enemy->y);
//Distance to enemy.
dist = P_AproxDistance ((actor->x + actor->momx) - (enemy->x + enemy->momx),
(actor->y + actor->momy) - (enemy->y + enemy->momy));
//FIRE EACH TYPE OF WEAPON DIFFERENT: Here should all the different weapons go.
if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_MELEE)
{
if ((actor->player->ReadyWeapon->ProjectileType != NULL))
{
if (actor->player->ReadyWeapon->CheckAmmo (AWeapon::PrimaryFire, false, true))
{
// This weapon can fire a projectile and has enough ammo to do so
goto shootmissile;
}
else if (!(actor->player->ReadyWeapon->WeaponFlags & WIF_AMMO_OPTIONAL))
{
// Ammo is required, so don't shoot. This is for weapons that shoot
// missiles that die at close range, such as the powered-up Phoneix Rod.
return;
}
}
else
{
//*4 is for atmosphere, the chainsaws sounding and all..
no_fire = (dist > (MELEERANGE*4));
}
}
else if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_BFG)
{
//MAKEME: This should be smarter.
if ((pr_botdofire()%200)<=actor->player->skill.reaction)
if(Check_LOS(actor, actor->player->enemy, SHOOTFOV))
no_fire = false;
}
else if (actor->player->ReadyWeapon->ProjectileType != NULL)
{
if (actor->player->ReadyWeapon->WeaponFlags & WIF_BOT_EXPLOSIVE)
{
//Special rules for RL
an = FireRox (actor, enemy, cmd);
if(an)
{
actor->player->angle = an;
//have to be somewhat precise. to avoid suicide.
if (abs (actor->player->angle - actor->angle) < 12*ANGLE_1)
{
actor->player->t_rocket = 9;
no_fire = false;
}
}
}
// prediction aiming
shootmissile:
dist = P_AproxDistance (actor->x - enemy->x, actor->y - enemy->y);
m = dist / GetDefaultByType (actor->player->ReadyWeapon->ProjectileType)->Speed;
SetBodyAt (enemy->x + enemy->momx*m*2, enemy->y + enemy->momy*m*2, enemy->z, 1);
actor->player->angle = R_PointToAngle2 (actor->x, actor->y, body1->x, body1->y);
if (Check_LOS (actor, enemy, SHOOTFOV))
no_fire = false;
}
else
{
//Other weapons, mostly instant hit stuff.
actor->player->angle = R_PointToAngle2 (actor->x, actor->y, enemy->x, enemy->y);
aiming_penalty = 0;
if (enemy->flags & MF_SHADOW)
aiming_penalty += (pr_botdofire()%25)+10;
if (enemy->Sector->lightlevel<WHATS_DARK/* && !(actor->player->powers & PW_INFRARED)*/)
aiming_penalty += pr_botdofire()%40;//Dark
if (actor->player->damagecount)
aiming_penalty += actor->player->damagecount; //Blood in face makes it hard to aim
aiming_value = actor->player->skill.aiming - aiming_penalty;
if (aiming_value <= 0)
aiming_value = 1;
m = ((SHOOTFOV/2)-(aiming_value*SHOOTFOV/200)); //Higher skill is more accurate
if (m <= 0)
m = 1; //Prevents lock.
if (m)
{
if (inc[actor->id])
actor->player->angle += m;
else
actor->player->angle -= m;
}
if (abs (actor->player->angle - actor->angle) < 4*ANGLE_1)
{
inc[actor->id] = !inc[actor->id];
}
if (Check_LOS (actor, enemy, (SHOOTFOV/2)))
no_fire = false;
}
if (!no_fire) //If going to fire weapon
{
cmd->ucmd.buttons |= BT_ATTACK;
}
//Prevents bot from jerking, when firing automatic things with low skill.
//actor->angle = R_PointToAngle2(actor->x, actor->y, actor->player->enemy->x, actor->player->enemy->y);
}
//This function is called every
//tick (for each bot) to set
//the mate (teammate coop mate).
AActor *DCajunMaster::Choose_Mate (AActor *bot)
{
int count;
int count2;
fixed_t closest_dist, test;
AActor *target;
AActor *observer;
bool p_leader[MAXPLAYERS];
//is mate alive?
if (bot->player->mate)
{
if (bot->player->mate->health <= 0)
bot->player->mate = NULL;
else
bot->player->last_mate = bot->player->mate;
}
if (bot->player->mate) //Still is..
return bot->player->mate;
//Check old_mates status.
if (bot->player->last_mate)
if (bot->player->last_mate->health <= 0)
bot->player->last_mate = NULL;
for (count = 0; count < MAXPLAYERS; count++)
{
if (!playeringame[count])
continue;
p_leader[count] = false;
for (count2 = 0; count2 < MAXPLAYERS; count2++)
{
if (players[count].isbot
&& players[count2].mate == players[count].mo)
{
p_leader[count] = true;
break;
}
}
}
target = NULL;
closest_dist = FIXED_MAX;
if (bot_observer)
observer = players[consoleplayer].mo;
else
observer = NULL;
//Check for player friends
for (count = 0; count < MAXPLAYERS; count++)
{
player_t *client = &players[count];
if (playeringame[count]
&& client->mo
&& bot != client->mo
&& (bot->IsTeammate (client->mo) || !deathmatch)
&& client->mo->health > 0
&& client->mo != observer
&& ((bot->health/2) <= client->mo->health || !deathmatch)
&& !p_leader[count]) //taken?
{
if (P_CheckSight (bot, client->mo, 1))
{
test = P_AproxDistance (client->mo->x - bot->x,
client->mo->y - bot->y);
if (test < closest_dist)
{
closest_dist = test;
target = client->mo;
}
}
}
}
/*
//Make a introducing to mate.
if(target && target!=bot->player->last_mate)
{
if((P_Random()%(200*bglobal.botnum))<3)
{
bot->player->chat = c_teamup;
if(target->bot)
strcpy(bot->player->c_target, botsingame[target->bot_id]);
else if(target->player)
strcpy(bot->player->c_target, player_names[target->play_id]);
}
}
*/
return target;
}
//MAKEME: Make this a smart decision
AActor *DCajunMaster::Find_enemy (AActor *bot)
{
int count;
fixed_t closest_dist, temp; //To target.
AActor *target;
angle_t vangle;
AActor *observer;
if (!deathmatch)
{ // [RH] Take advantage of the Heretic/Hexen code to be a little smarter
return P_RoughMonsterSearch (bot, 20);
}
//Note: It's hard to ambush a bot who is not alone
if (bot->player->allround || bot->player->mate)
vangle = ANGLE_MAX;
else
vangle = ENEMY_SCAN_FOV;
bot->player->allround = false;
target = NULL;
closest_dist = FIXED_MAX;
if (bot_observer)
observer = players[consoleplayer].mo;
else
observer = NULL;
for (count = 0; count < MAXPLAYERS; count++)
{
player_t *client = &players[count];
if (playeringame[count]
&& !bot->IsTeammate (client->mo)
&& client->mo != observer
&& client->mo->health > 0
&& bot != client->mo)
{
if (Check_LOS (bot, client->mo, vangle)) //Here's a strange one, when bot is standing still, the P_CheckSight within Check_LOS almost always returns false. tought it should be the same checksight as below but.. (below works) something must be fuckin wierd screded up.
//if(P_CheckSight( bot, players[count].mo))
{
temp = P_AproxDistance (client->mo->x - bot->x,
client->mo->y - bot->y);
//Too dark?
if (temp > DARK_DIST &&
client->mo->Sector->lightlevel < WHATS_DARK &&
bot->player->Powers & PW_INFRARED)
continue;
if (temp < closest_dist)
{
closest_dist = temp;
target = client->mo;
}
}
}
}
return target;
}
class ACajunBodyNode : public AActor
{
DECLARE_STATELESS_ACTOR (ACajunBodyNode, AActor)
};
IMPLEMENT_STATELESS_ACTOR (ACajunBodyNode, Any, -1, 0)
PROP_Flags (MF_NOSECTOR | MF_NOGRAVITY)
PROP_RenderFlags (RF_INVISIBLE)
END_DEFAULTS
//Creates a temporary mobj (invisible) at the given location.
void DCajunMaster::SetBodyAt (fixed_t x, fixed_t y, fixed_t z, int hostnum)
{
if (hostnum == 1)
{
if (body1)
body1->SetOrigin (x, y, z);
else
body1 = Spawn<ACajunBodyNode> (x, y, z);
}
else if (hostnum == 2)
{
if (body2)
body2->SetOrigin (x, y, z);
else
body2 = Spawn<ACajunBodyNode> (x, y, z);
}
}
//------------------------------------------
// FireRox()
//
//Returns NULL if shouldn't fire
//else an angle (in degrees) are given
//This function assumes actor->player->angle
//has been set an is the main aiming angle.
class ACajunTrace : public AActor
{
DECLARE_STATELESS_ACTOR (ACajunTrace, AActor)
};
IMPLEMENT_STATELESS_ACTOR (ACajunTrace, Any, -1, 0)
PROP_SpeedFixed (12)
PROP_RadiusFixed (6)
PROP_HeightFixed (8)
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT)
END_DEFAULTS
//Emulates missile travel. Returns distance travelled.
fixed_t DCajunMaster::FakeFire (AActor *source, AActor *dest, ticcmd_t *cmd)
{
AActor *th = Spawn<ACajunTrace> (source->x, source->y, source->z + 4*8*FRACUNIT);
th->target = source; // where it came from
vec3_t velocity;
float speed = (float)th->Speed;
velocity[0] = FIXED2FLOAT(dest->x - source->x);
velocity[1] = FIXED2FLOAT(dest->y - source->y);
velocity[2] = FIXED2FLOAT(dest->z - source->z);
VectorNormalize (velocity);
th->momx = FLOAT2FIXED(velocity[0] * speed);
th->momy = FLOAT2FIXED(velocity[1] * speed);
th->momz = FLOAT2FIXED(velocity[2] * speed);
fixed_t dist = 0;
while (dist < SAFE_SELF_MISDIST)
{
dist += th->Speed;
th->SetOrigin (th->x + th->momx, th->y + th->momy, th->z + th->momz);
if (!CleanAhead (th, th->x, th->y, cmd))
break;
}
th->Destroy ();
return dist;
}
angle_t DCajunMaster::FireRox (AActor *bot, AActor *enemy, ticcmd_t *cmd)
{
fixed_t dist;
angle_t ang;
AActor *actor;
int m;
SetBodyAt (bot->x + FixedMul(bot->momx, 5*FRACUNIT),
bot->y + FixedMul(bot->momy, 5*FRACUNIT),
bot->z + (bot->height / 2), 2);
actor = bglobal.body2;
dist = P_AproxDistance (actor->x-enemy->x, actor->y-enemy->y);
if (dist < SAFE_SELF_MISDIST)
return 0;
//Predict.
m = (((dist+1)/FRACUNIT) / GetDefault<ARocket>()->Speed);
SetBodyAt (enemy->x + FixedMul (enemy->momx, (m+2*FRACUNIT)),
enemy->y + FixedMul(enemy->momy, (m+2*FRACUNIT)), ONFLOORZ, 1);
dist = P_AproxDistance(actor->x-bglobal.body1->x, actor->y-bglobal.body1->y);
//try the predicted location
if (P_CheckSight (actor, bglobal.body1, 1)) //See the predicted location, so give a test missile
{
if (SafeCheckPosition (bot, actor->x, actor->y))
{
if (FakeFire (actor, bglobal.body1, cmd) >= SAFE_SELF_MISDIST)
{
ang = R_PointToAngle2 (actor->x, actor->y, bglobal.body1->x, bglobal.body1->y);
return ang;
}
}
}
//Try fire straight.
if (P_CheckSight (actor, enemy, 0))
{
if (FakeFire (bot, enemy, cmd) >= SAFE_SELF_MISDIST)
{
ang = R_PointToAngle2(bot->x, bot->y, enemy->x, enemy->y);
return ang;
}
}
return 0;
}
// [RH] We absolutely do not want to pick things up here. The bot code is
// executed apart from all the other simulation code, so we don't want it
// creating side-effects during gameplay.
bool DCajunMaster::SafeCheckPosition (AActor *actor, fixed_t x, fixed_t y)
{
int savedFlags = actor->flags;
actor->flags &= ~MF_PICKUP;
bool res = P_CheckPosition (actor, x, y) ? true : false;
actor->flags = savedFlags;
return res;
}